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Continuing on with the same logo reveal. The depth of field in Blender results in this horrible effect around the edge. I've seen this sort of blurring a lot in games, Assassin's Creed is quite famous for it.

The focused object shouldn't make this strange outline and I need the edges to look properly blurred and transition nicely into whatever's behind it without this strange effect seen around the square in the top right.

Apologies for the low shading samples.

enter image description here

enter image description here

Just tried it in Cycles. The lighting looks a lot better as usual however the same effect is still happening. I've tried both 'radius' and 'f/stop'. Radius being the same and f/stop creating this crazy blur.

Radius

enter image description here

f/stop enter image description here

The blurred cubes still have sharp edges alongside a blurry outline. enter image description here

gandalf3
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Stewie
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    Try using cycles's built in DoF, see http://blender.stackexchange.com/q/7395/599 – gandalf3 Mar 18 '15 at 20:31
  • Just tried, and have made an update. – Stewie Mar 18 '15 at 21:02
  • I don't actually see anything which looks wrong to me, aside from the overly huge aperture in the last render.. Could you highlight what looks off to you? – gandalf3 Mar 18 '15 at 21:04
  • Updated it showing the sharp edges on the blurred cubes. – Stewie Mar 18 '15 at 21:11
  • Do you still have the compositing nodes from before? If that's not it, is it possible you could upload your .blend? – gandalf3 Mar 18 '15 at 21:14
  • I do yes, and I've set them close to what they were like in that other thread just with a higher f/stop in the defocus node. As it's a company project I can't send any file but I'll upload pictures of all the settings now. – Stewie Mar 18 '15 at 21:16
  • Try removing the defocus node. Using two separate DoF methods at once is not needed, and my guess is that those edges are caused by the defocus node. – gandalf3 Mar 18 '15 at 21:18
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    Try using only the depth of field on the camera only ( without the defocus node.) –  Mar 18 '15 at 21:18
  • Yes that worked! It's a shame though as it was a lot easier being able to set it in nodes without having to constantly render. I don't use Cycles a lot so could you possibly tell me how to up the quality so that I don't have the noise? – Stewie Mar 18 '15 at 21:23
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    use more samples. http://blender.stackexchange.com/questions/18304/how-to-reduce-noise-in-cycles-render –  Mar 18 '15 at 21:24
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    previewing the depth of field of the camera in cycles is quite easy if you use Rendered shading in the 3D view window (press shift Z to enable) –  Mar 18 '15 at 21:29

1 Answers1

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I've sometimes had odd results with the defocus node, particularly with large aperture sizes. See 2d vs 3d Depth of Field.

Try using built in Cycles DoF, which simulates the way light behaves at a lower level. It gives realistic and seamless results without requiring any fussing with the Z buffer:

enter image description here

The only downside is the inability to edit it in post.

gandalf3
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